Jump to content
Double Fine Action Forums
Sign in to follow this  
DF Anthony

Update #27: Teamstream #6 This Friday, September 13th!

Recommended Posts

Hey Everyone!

Teamstream #6 Tomorrow!

Last Teamstream we showed off a ton of art with Andy and Derek, including some rad new Demon concepts! We’re excited to show you guys more progress during Teamstream #6 this Friday, September 13th at 4PM Pacific (23:00 GMT)! Tune in live at our Twitch channel where we’ll be keeping the MASSIVE CHALICE info flowing and you will have a chance to ask us any burning questions that you’ve had over the last couple of weeks!

PAX PAX PAX

There were lots of MASSIVE CHALICE backers that found Brad at PAX - thanks so much for saying hi! The show was a ton of fun. We did a panel about Open Game Development that went really well. In case you missed it you can watch it right here! Skip to 05:10:00 to watch the panel.

We’ll probably show a couple of silly pictures from PAX on the Teamstream. And, in case you can’t make the livestream you can find all our Teamstreams on the Double Fine YouTube channel here.

Be sure to head over to the MASSIVE CHALICE BLOG where Brad recently posted a wicked screenshot from the game, Derek posted some of his INSANE demon concepts and Double Fine’s Community Manager Chris Remo posted an awesome song from a MASSIVE CHALICE backer and fan!

See You Tomorrow!

Share this post


Link to post
Share on other sites

Can't find the actual teamstream VODs on twitch.tv. I know we lost an Amnesia Fortnight stream day VOD because Twitch problems, is this teamstream likewise lost, or is the VOD available somewhere/going to be available regardless? Or is it just this crap of an Android app that Twitch produces that is the problem and the VOD actually exists on Twitch after all?

Share this post


Link to post
Share on other sites

What ESRB/PEGI rating are y'all aiming for?

Bier as potions and a brewery building to increase backer generation (people feeling frisky) would be neat but ah understand wouldn't be included if the game's going for a T rating.

The world-map looks cool and the castle design idea is fantastic. Some things for the map

A) Less even / circular. It'd look more natural for it to be lopsided, some realm pieces looking bigger than others, than to've this circle-island.

B) Natural borders. If the idea's that beyond the playable map is a whole continent which has fallen, it'd fit that these nations borders with their neighbors were drawn along natural barriers: mountain ranges (as in the top left of the concept), wide rivers, dense forests, cliffs/canyons, etc.

C) Patchwork farms. When you're in a plane and look down, over much of a country, you'll see the near-grid patchwork of different farm crops. It'd make sense and look neat from the distant view over the land to see such an agrarian pattern atleast in some places in the realms.

What if the Fog-of-War reduced objects to flat black outlines on a sepia background? Or would that be too storybook-feeling? A parchment texture would be much more visually interesting, and distinct, than grey mist or black.

I agree with Brad's prioritizing classes and gameplay features over distinct models. There are a lot of games which put a lot of effort into visuals which, although nice, you don't usually notice save for the times you zoom in or stare to really pay attention. What usually occupies your mind is your agency: the actions you can take in game through various player abilities.

Making a trait rarer is easy

1) Fewer folks possess it initially and/or

2) No one possesses it initially and the chance for a new bloodline to possess it is low.

As folks on the threads hashed out in "what bout incest?" threads, to have a wide array of traits (if only few are carried per hero) you'd need new heroes coming in every now and then. Mechanically this would be the equivalent to new recruits in X-com though it'd be more expensive to punish failure as players have kids for free. Fluff-wise it'd mean you're giving land to some lower-class dude to make him a lord.

What I foresee as frustrating is a combination of not knowing genes and super-rare genes. You'd always have the suspicion you're missing out on some great gene cause you don't know a hero you're not breeding has it. An in-game solution is simply a gene-discovery mechanics like

A. Spell which costs for every use randomly reveals a gene a hero possesses which has not already been revealed.

B. Building to place heroes in for a time to discover their genes or activate dormant genes (akin to the psychic chambers in X-com).

C. A high-level research ability which permanently reveals the genes of all or subsequent heroes.

D. A House Governor or Library which may be invested in to create records of previous generations expressed genes (phenotypes). This would remove players need to manually make these records and fit in the fluff as heroes, like royals, pride themselves on their lineage.

The point of SHIVs in X-com was a means to invest for a late-game scenario where you've lost high-level teams. So instead of needing to fall back on rookies you haven't leveled up and being screwed b/c they'll never win against the aliens and your all star team was TPK, you can pay for SHIV research and manufacturing to have a more survivable character to deploy. It's by design that a SHIV is less powerful than a maxed-out character. Otherwise players would make all-SHIV teams and leveling soldiers would be pointless.

"Razed" might be the word Brad was looking for a dilapidated keep. Like "Lord and Lady" or "King and Queen" are the words for the keep's owners. Speaking of words, Keeps/families could have maxims for players to type in a box.

What about environmental hazards? Like Dead or Alive, Mortal Kombat or Eternal Champions: knocking demons into a grinder to gib 'em.

The idea of promoting peasant "backers" into heroes is cool. It'd be neat if there was some risk-reward options like a chance a backer you try to evolve becomes a puddle of skinned goo and a percent-chance he gets more bloodline traits than normal. If a chance for failure is too frustrating for most folks as a default, it'd be neat to have an "overload" option or building or item or spell which can be used to attempt making a hero with more (or better) traits at the risk of killing them.

"Super soaked about that"-Brad

super-soaker class confirmed.

http://static01.mediaite.com/med/wp-content/uploads/gallery/joe-biden-supersoaker-party/120606_biden_5_605_605.jpg

Give the artist something to doodle on while y'all talk. His hands are alive and need occupied.

Share this post


Link to post
Share on other sites
What ESRB/PEGI rating are y'all aiming for?

Bier as potions and a brewery building to increase backer generation (people feeling frisky) would be neat but ah understand wouldn't be included if the game's going for a T rating.

I think we're going for somewhere between T and M on the ESRB scale. One of the good things about kickstarting a project like this is that it doesn't have to fit into a publisher's portfolio or a certain category to sit on the shelves at Walmart. So I think we're just gonna make the game we want to make, and if it gets a physical or console release some day, let the ratings lie where they may! But we're not emphasizing gore or explicit sex, so I think we'd fall squarely into T rating unless some of the demon designs get really freaky or a vfx artist decides that blood plumes are the way to go ;)

As for fertility-enhancing research, I'm sure we can find a way to swing it if it's good for the game.

Making a trait rarer is easy

1) Fewer folks possess it initially and/or

2) No one possesses it initially and the chance for a new bloodline to possess it is low.

Yup! There also may be traits that never occur naturally, but crop up due to demon activity (getting hit by some kind of mutation skill or something.)

What I foresee as frustrating is a combination of not knowing genes and super-rare genes. You'd always have the suspicion you're missing out on some great gene cause you don't know a hero you're not breeding has it. An in-game solution is simply a gene-discovery

All great ideas, but we'll probably just rely on GameFAQs :D

What about environmental hazards? Like Dead or Alive, Mortal Kombat or Eternal Champions: knocking demons into a grinder to gib 'em.

I'm hoping we'll get some cool environmental hazards in, especially with one of the classes we're tossing around who is knockback-focused. Just have to design for edge cases and make sure it doesn't become a powerful "1 shot kill" strategy of line 'em up and knock 'em down the hole or grinder. Hazards might be limited use - ie after that first demon lands on the spike pit, it becomes a walkable square? (just clean your shoes afterwards!)

Share this post


Link to post
Share on other sites

Your response gives me the warm fuzzies.

I think we'd fall squarely into T rating unless some of the demon designs get really freaky or a vfx artist decides that blood plumes are the way to go ;)

Megadeath a la Fallout 1&2 is fun but gore isn't necessary for maturity. Its' not gore that's wanted but some demonstration of an act's impact. There're multiple ways to do this an ah can only speculate the cost of each

A) Reaction animations and effects as in X-com. A head knocked-back and a spurt of blood (or sweat like in Street Fighter).

B) Blood splatter textures after battle as in Dragon Age or just grime splatters from dirt explosions.

C) An audio clip. A simple grunt or barkstring trigger (the latter again seen in X-com). Any team member could do some amateur voice acting. Back in the day Oddworld was voiced mostly by the lead developer.

D) A text barkstring. As from Planescape and other isometric games, threatening lines like, "I'm gonna gut you for that!".

E) Text description. When an enemy's selected the UI HUD's central box could have a text description of his injuries, even if they don't appear on-model.

F) Destructible doodads.

G) Changed idle stance. When someone's injured enough he holds his ribs, kneels, etc.

H) Status icons. A pulsing red skull and crossbones for a "severely injured" character is attention-grabbing, easy-to-read, and ah'm venturing cheaper in man hours to create than some of these other options. If a character has a row of 6-something debuff/debilitating effects on him players can easily see how wrecked he is.

It's anti-climatic if you see a health bar dial down or some numbers flash but no further evidence of injury.

I'm hoping we'll get some cool environmental hazards in, especially with one of the classes we're tossing around who is knockback-focused. Just have to design for edge cases and make sure it doesn't become a powerful "1 shot kill" strategy of line 'em up and knock 'em down the hole or grinder. Hazards might be limited use - ie after that first demon lands on the spike pit, it becomes a walkable square? (just clean your shoes afterwards!)

Good thinking. It makes sense fluff-wise a machine would break when a dude's jammed in its' gears. Unless it's a torture device...It'd also be dramatic to've powerful but limited-use hazards as you describe, as endless-use hazards may encourage walling (that's the fighting-game term right?) tactics even if the hazards are nerfed to be <1hks it could be a better strat to rely on hazards than a heroes own attacks and limited hazard use would remove that crutch.

http://images3.wikia.nocookie.net/__cb20100819005245/starcraft/images/e/e3/Brutalisk_SC2_Rend1.jpg

Share this post


Link to post
Share on other sites

Thanks for the update. Only issue: the audio in the this video is clipping bad! Otherwise, great... keep up the good work! :)

Share this post


Link to post
Share on other sites

Love all the Teamstreams so far and one thing about the traits/characteristics, will you have traits that make characters more attuned to certain classes? Such as Eagle Eye for archers, Dragon Rage for warriors, Whispers in the Shadows for mages. Silly names aside, as our heroes age the way they fight could become more concentrated to play to their strengths so some are more accurate, stronger, or magically attuned. Anyway can't wait to see/hear more keep it up!

Share this post


Link to post
Share on other sites
Jeesh, I always miss these. =/

Me too, but you can always watch them on twitchstream the links are on kickstarter or this webpage so better than nothing. Can't wait to see this firday's stream hero classes! :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

×
×
  • Create New...